Hi Ben,
It looks like a very good solution. I will give it a try !
Cheers,
Guillaume
On Thu, Mar 13, 2008 at 11:12 AM, Ben Schrijvers <
ben.schrijvers at guerrilla-games.com> wrote:
> Hi Guillaume,
>> Maybe you can turn your clusters into points. Then put a transform
> matrix (or normal & upvector) as an attribute on each point.
> Then on each leave store a point attribute that is the point number of
> the clusterpoint you want that leave to follow.
> You could transfer the cluster point number to the leaves with a
> attribute transfer when everything is in a rest possition.
>> You could then make a vex node with the leaves as the first input and
> the cluster as the second.
> For each point you get the transform matix from the second input points
> using the cluster number attribute to find the right point.
>> I geuss it's basicly what bones do but then without the weighting.
>> cheers,
> benS
>> guillaume laforge wrote:
> > Hi,
> >
> > Is it possible to deform/capture some polygons using nulls instead of
> bones
> > in Houdini ? I've got a polygon mesh (a plant) with several groups (one
> by
> > leaves) and I would like to animate each polygons groups using a null
> object
> > like "cluster center" in XSI.
> >
> > Thanks for any advice.
> >
> > Cheers
> >
> >
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